SO I have a question. Today, I was trying to make a standard tnt cannon. However, I noticed the lit TNT was not being move by the water (which was flowing). Is this something new to 1.7 and I had just never noticed this before? Or can it still work properly?

So Notch has mentioned introducing alchemy to the game in the past, and recently the Yogscast dude's showcased a somewhat interesting mod called "Equivalent Exchange" it has some neat ideas, but a lot of ridiculous and complicated things as well.

Mostly I liked the main concept, the exchange, you craft a philospher's stone and then can use it to upgrade dirt to cobblestone, cobblestone to redstone, and then up through iron, gold, and diamond.
It's just a really neat aspect I'd like to see added to the game.

Really though, any form of magic being added to the game would be nice, and maybe my dreams of summoning creepers could finally be brought to life:

So i'm releasing my new adventure map before the 1.8 update so I can get a chance to play the actual game instead of switching between an editor and the game. Give it a try and tell me how bad and broken it is!

This game is so loving terrifying. I usually play on peaceful, but I decided to play on Normal while I explore this cave. So I've been down here for an hour, my inventory is finally full of iron, coal, gold and a few diamonds. I'm ready to head out when a creeper pops out of nowhere and sssss BOOOM... This has honestly been the most stressful hour of the last 6 months of my life.

zalmoxes posted:

This game is so loving terrifying. I usually play on peaceful, but I decided to play on Normal while I explore this cave. So I've been down here for an hour, my inventory is finally full of iron, coal, gold and a few diamonds. I'm ready to head out when a creeper pops out of nowhere and sssss BOOOM... This has honestly been the most stressful hour of the last 6 months of my life.

I sympathize. I only turn off peaceful when I'm not mining or building. loving Creepers, man.

zalmoxes posted:

This game is so loving terrifying. I usually play on peaceful, but I decided to play on Normal while I explore this cave. So I've been down here for an hour, my inventory is finally full of iron, coal, gold and a few diamonds. I'm ready to head out when a creeper pops out of nowhere and sssss BOOOM... This has honestly been the most stressful hour of the last 6 months of my life.

Don't feel bad, we've all been there. I collapsed a gravel roof on my head after finding a bunch of diamond once. Luckily it was close to my spawn so I was able to collect it back before it disappeared. My girlfriend got hit with a creeper, though, and died twice trying to get back to her stuff.

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician

Lazyfire posted:

Don't feel bad, we've all been there. I collapsed a gravel roof on my head after finding a bunch of diamond once. Luckily it was close to my spawn so I was able to collect it back before it disappeared. My girlfriend got hit with a creeper, though, and died twice trying to get back to her stuff.

I tried to get my friend into minecraft like a week ago, and he lucked out and got a really good world. Before long he found himself in a cave at diamond level, and found 2 diamonds, 5 gold, about 25 iron and a lava lake. We couldn't find the hole he dropped into the cave through however, so I told him to just dig a staircase to the surface. About halfway up, he broke through to another cave and immediately got blown up by a creeper. We couldn't find the staircase in time

After that I assumed that turned him off on the game and went to went to watch the Cubs game (they lost, no shocker there). When I came back, he had already shrugged it off and was cave exploring again

Back when I played Single Player, I never took it off Peaceful for more than a few minutes. Now I'm glad I don't have the power to change the difficulty setting on my friend's server; it forced me to cope with the existence of Creepers. We play like dwarves and almost all of our constructions are underground, so we have a daunting network of adequately-lit tunnels between everything important, and never have to sprint through the open darkness at night anymore.

There are some good tricks for babies. Creepers survive in the light, but still only spawn in the dark, so if you tunnel to an area you hadn't been to while it was dark out, and head outside from there, you won't see anything hostile on the surface. Even a dungeon can be conquered just by throwing a torch in there and coming back later, after everything has despawned.

Monicro posted:

I tried to get my friend into minecraft like a week ago, and he lucked out and got a really good world. Before long he found himself in a cave at diamond level, and found 2 diamonds, 5 gold, about 25 iron and a lava lake. We couldn't find the hole he dropped into the cave through however, so I told him to just dig a staircase to the surface. About halfway up, he broke through to another cave and immediately got blown up by a creeper. We couldn't find the staircase in time

After that I assumed that turned him off on the game and went to went to watch the Cubs game (they lost, no shocker there). When I came back, he had already shrugged it off and was cave exploring again

Minecraft, as the thread title would suggest, is a game for obsessives. I've been passing word of the game around work for the better part of the year and I work with engineers. I'll mention it one day and the next I'm getting people showing me their homes in game.

I really wish there were a difficulty option that could toggle whether or not you drop items on death.

I know it's a balance issue and I understand the implications of difficulty and forethought but never once has dropping and losing my inventory been even remotely enjoyable or enriched my gameplay experience in Minecraft in any way. All losing my poo poo when I die does is make me frustrated and want to give up on the game for a while.
It should just be an option.

Vib Rib posted:

I really wish there were a difficulty option that could toggle whether or not you drop items on death.

I know it's a balance issue and I understand the implications of difficulty and forethought but never once has dropping and losing my inventory been even remotely enjoyable or enriched my gameplay experience in Minecraft in any way. All losing my poo poo when I die does is make me frustrated and want to give up on the game for a while.
It should just be an option.

One of the best parts of Single Player Commands is the command that swiytches it so you don't lose items on death. There's also the more balanced "spawn a chest where you die and fill the chest with your inventory at death" command.

Vib Rib posted:

I really wish there were a difficulty option that could toggle whether or not you drop items on death.

I know it's a balance issue and I understand the implications of difficulty and forethought but never once has dropping and losing my inventory been even remotely enjoyable or enriched my gameplay experience in Minecraft in any way. All losing my poo poo when I die does is make me frustrated and want to give up on the game for a while.
It should just be an option.

I totally 100% agree. The idea honestly hadn't even occurred to me until Terraria did it, but once I knew it was a possibility, it's always pissed me off that it's not the case.

I get that death should have consequences, and that stress does make the game more fun, but losing your stuff isn't the way to do it, especially not in a game about building stuff. I mean, you can't very well build up yourself if you're inevitably reduced to the naked state you first came into the world whenever you mess up.

Keeping items is more about stuff you got anyway, not the armors. In current minecraft losing it is balanced, since you either have to make substations of chests, or escape with the stuff you find.

If armor, weapons, and other utility items were more useful (and have way more durability) then i would agree with keeping poo poo. But high level armor is pointless anyway. Just carry around a crafting table, furnace, and a stack of iron. Mine coal and iron as you see it, turn it into iron ingots. Craft armor and weapons as needed.

Basically unless minecraft introduces a system where not having your poo poo really fucks you up, it's a minor punishment at worst. If armor was repairable and actually did more/better things at higher levels, then I would say there should be durability hits, and a scaling system of items lost.

I do agree however that Peaceful should have a 'Casual' toggle to have players keep their poo poo, for the players who don't want godmode of creative, but cannot handle the difficulties of easy.

ThndrShk2k posted:

If armor, weapons, and other utility items were more useful (and have way more durability) then i would agree with keeping poo poo. But high level armor is pointless anyway.

Yeah, that's another thing... degrading tools and armor that you can't repair is really lame too for the same reasons.

I get that Minecraft isn't trying to go full on RPG like Terraria, but I really quite like persistent character growth, and it'd be more satisfying if I could safely keep my progress with me, rather than having to stash it in a chest and being reduced to zero all the time.

Akito12345 posted:

So i'm releasing my new adventure map before the 1.8 update so I can get a chance to play the actual game instead of switching between an editor and the game. Give it a try and tell me how bad and broken it is!

Eiba posted:

Yeah, that's another thing... degrading tools and armor that you can't repair is really lame too for the same reasons.

I get that Minecraft isn't trying to go full on RPG like Terraria, but I really quite like persistent character growth, and it'd be more satisfying if I could safely keep my progress with me, rather than having to stash it in a chest and being reduced to zero all the time.

It seems like skill points may reset on death, in which if that's the case and there are longterm benefits for getting skills, then there should be an option to keep the points. That is if skill points are easy as balls to farm.

Degrading items is really the only thing that ads any sustained value to a lot of the resources. The huge flaw with Terraria's model is that the moment you "move up" a tier, most of the resources of the previous tier become entirely pointless/ useless to collect.

The constant need in Minecraft to "hoarde" certain key resources so you can continue your optimal level building/ mining is a lot of the reason why the game is arguably more sustainable/ enduring than Terraria in terms of continued gameplay. There is a much more definite ceiling in Terraria, whereas Minecraft's sort of perpetuating cycle allows people to keep on playing it even more. It adds the "challenge" to the Sandbox. Otherwise it might as well be creative.

Same thing with losing items. The non-perpetual resources force different treatments towards tools and resources than Terraria. You actually have to mine in Minecraft, with a focus on continued/ sustained resource acquisition for both creative endeavors and more functional/ practical needs.

Not to mention the whole "dropped resources" mechanic encourages you to enter back into situations that are largely dangerous and be actually "afraid" of certain mobs, which greatly affects the gameplay.

If a creeper just sent you back to spawn and knocked a whole in the landscape, it really wouldn't be a big deal unless it caught you offguard. As it is, it's actually frantic to a degree because that Creeper can "ruin your day", as it were.

PalmTreeFun posted:

Creepers are still scary as gently caress and explosions are still bad if they happen right next to your house.

Although really I could live with just death chest. The thing I hate most about losing items is the time limit, and that slipping into lava is a way bigger problem than the monsters.

But "death chest" and a lack of timeline removes the risk inherent in traveling away from your bed/ spawn. Exploration loses all "risk" involved when there's no intrinsic danger involved.

Risk and associated game-induced quasi-fear reactions associated with it are quite important to why this game is enjoyable. Honestly, if you don't want any risk, you might as well just be sticking with Creative, since it's essentially the same thing then. Even Peaceful has some associated risk based around idiocy/ accidents. By making you apprehensive about dangers, the game plays off your emotions. Removing all dangers by removing all "punishments" kind of kills that outright.

Without it the game is very boring You can't have an "adventure" without risk.

Zorak posted:

But "death chest" and a lack of timeline removes the risk inherent in traveling away from your bed/ spawn. Exploration loses all "risk" involved when there's no intrinsic danger involved.

Except I remember when beds were first introduced that it was going to ruin the game so much to not have to go back to original spawn according to a lot of people! You were supposed to have to trek a thousand blocks on foot with no items if you died, according to them , or minecraft wasn't fun.